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Thieves of Avellina

Started by jibbajibba, December 11, 2014, 09:49:31 AM

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jibbajibba

So from the thief campaign thread I had an idea for a thief based board game.

Rules are done now knocking up some game cards and a board .Most of the artwork on my alpha will be nicked but this guy is one of my cousin's PCs.

Thought I would share.  When  I get the whole thing done will post it here as a downloadable print your own.



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Jibbajibba
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May I say that? Yes, I may say that!

Bren

Quote from: jibbajibba;803850Most of the artwork on my alpha will be nicked but this guy is one of my cousin's PCs.
Why does he have a smiley face on his forehead?
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
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jibbajibba

Quote from: Bren;803889Why does he have a smiley face on his forehead?

My cousin loves to add an anachronistic touch.  A bard will have a malborough hanging out of their mouth,  a merchant will be wearing a Rolex.... just a thing.
This character was actually a hyper-serious Templar killing machine so the Smiley bandana was just a little ironic touch
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jibbajibba

1.   OVERVIEW
Thieves of Avellina is a fast based boardgame of burglary and pilfering set int eh fantasy city of Avellina. The players take on the roles of thieves in the city and try to amass the most loot in a single night. On the way they must deal with the City Watch, rioting citizens, traps puzzles, the Thieves' Guild and each other.
1.1.   GAMEPLAY AND OBJECTIVE
The Objective of the game is to amass the most wealth over one night, 12 turns. Wealth is mainly acquired by completing missions where you travel to a location in the city and steal loot.
Each player runs one of the city's master thieves. Each thief is different with their own strengths weaknesses and specialism. They each have 4 attributes that can range from 1 to 5.
Stealth is you ability to move silently and hide from your enemies.
Guile is your ability to trick open locks, lie your way past guards and is a mark of your perception and awareness. It also helps you get the best price for goods you decide to sell.
Prowess is a mark of your strength and agility. It helps you with climbing, jumping and running but is also a sign of how proficient you are in combat.
Lore is a mix of logic and knowledge, it will help you solve the fiendish puzzles some use to protect their treasures. It also determines the number and effectiveness of any spells you may learn.
In order to help you in your nefarious plans you can buy equipment, learn spells, even find magic items to make you pass silently through the streets or slay your unwary opponents all the easier.
The game is competitive but a cooperative mode also exists where the players work together to gather the most loot they can. The competitive element is supported by the Player cards that can be played on thieves  to aid or hinder them. The Variant section at the end discusses how to modify the game for Cooperative play.
1.1.1.   KEY MECHANICS
The game has a very small number of key mechanics
Attribute "Checks" – Roll one six sided dice (1d6) and add your Attribute (Stealth, Guile, etc). Sometimes you will compare this to a static number say an 8, or sometimes you will need to beat an "Opposed" roll, where another player (usually the player to your left) rolls 1d6 + "attribute" for an opposing Guard, trap or whatever. If you exceed the target number you succeed, if you equal it there is a "stand off", if you roll less you fail. The effects of each outcome depends on the circumstance.
Advantage – this applies to Attribute checks and some other rolls in the game. You roll one addition dice and select the highest. So advantage on roll 1d6 would mean you roll 2d6 and pick the higher roll. Advantage on 2 d6 would mean you roll 3 d6 and pick the highest 2 etc.
Disadvantage – just like Advantage but you keep the lowest roll and drop the best one. Advantage on 1d6? Roll 2 dice and keep the lowest roll.
Item Slots – A thief can carry a number of items equal to 3 plus their Prowess. Fortunately coin doesn't count as an "item" so loot can be converted in coin if you find it tricky to clamber over rooftops carrying an oil paining, a treasure chest and a rolled up fine silk rug. In addition Theives can set up "Stashes" which are secret troves where they can secrete their loot. Each player has 2 stash tokens at the start of the game, but be careful as other thieves may be able to uncover your stash and steal all that loot for themselves (see complete rules on Stashes below).
Life – each thief has 6 life points. As they are wounded through falls, combat or poison then loose wounds if they get to 0 wounds they are unconscious. What happens next depends on how they failed. They might be arrested if it was the guards, they might miss a turn and wake up in the road with their valuables gone it if was a fall or they might end up being eaten if it was one of the cities less pleasant denizens. If your thief dies (fairly uncommon) then you draw a new thief and start again.
Movement points – each round you roll 2d6 this determines how many movement points you have. Moving through a space usually costs 1 movement point as does entering a location. However, you can elect to sneak through a space which costs double movement points. Some events might slow movement by increasing the cost, like upturned carts or festivals blocking the road. You can also "spend" movement points to either cast some spells or to help you cross the rooftops (see notes below). At the start of a round you can elect to "Run" this means you roll 2d6 with advantage and add your Prowess to the roll. This gives you move movement points to use but prevents you from using Stealth at any point that round and will attract guards if you get close to them (again see details rules in the Movement section)
Stashes – secret hidding places where thieves can deposit their Loot
There are a handful of other "Status" effects which can affect Thieves or locations. These include Poison, Fire and Fog but we can deal with them as they come up in the appropriate sections.
1.2.   THE BOARD
The board represents the City of Avellina. The city is divided into 6 Neighbourhoods. Each Neighbourhood had four locations in it. Three of these are places where thieves might visit to acquire loot and the fourth is a haven where thieves can acquire equipment, sell loot, get healing and hide from the City Watch.
The Neighbourhoods are
Oldtown – the old heart of the city with better housing, a few merchants and some of the city's institutions
The Docks – the area round Steel's Quay and Devil's Quay full of Warehouses and rough taverns where nefarious deals can be struck.
The Temple District – The area of the city home to various religious activities
The Palace – the home to the High Lord and his family not to mention the other elements of the royal family and the Castle Dungeons.
The Merchant Quarter – the city's commercial heart and a popular spot for thieves out to make a few coins.
The Fives – every City's got a place where the Watch fear to tread, in Avellina it's the Fives. Home to the Thieves' Guild it can get quite excited at times.
The various locations in each Neighbourhood are connected by Streets. The streets themselves are shown as circles (known as Spaces) and are joined into routes. You move round the board by negotiation the Streets and entering or leaving Locations. Each Neighbourhood has 6 spaces and they are numbered to enable some random distributions.
You will notice a second set of Spaces on the board that link some locations either to other locations or the Streets. These are the Rooftops that many thieves favour as a way to avoid the Watch and other sorts of trouble. Each rooftop space has a difficulty number. In order to leave each rooftop space you need to make a "Prowess Check" (Roll 1d6 + Prowess Attribute score) you can spend additional movement points hit this target. So if Boy has 8 movement points and he is on rooftop space with a difficulty of 6 in order to leave and make it to the next space he needs to make roll a d6 and add his Prowess (3) . If he rolls a 2 for a total 5 (2+3) then he can opt to spend 2 additional Movement points for a total of 7 to move out of the space (full details given in the Movement rules).
1.3.   THE CARDS
The game uses a number of card types to represent different elements of the world.
Thieves  - the characters. Each card details the Thief's attributes and they all have some special feature. Each player draws a card and places in front of them. Some have additional starting equipment or spells.
Items – These things represent equipment, mundane and magical that the thieves can use to make their jobs easier. Each one has a cost in the bottom right corner
Locations – these are the various places where thieves need to go to complete jobs. Some are particularly challenging, like the Royal throne room, others are easier to crack.
Guardians – People don't want to give up their loot so they protect it with traps, devious locks and big guys with axes. When you get to the location you draw a guardian to see what you need to beat before you can draw loot. Traps and locks must be defeated guards can be stealthed past or beaten in combat.
Loot – This is the staff everyone is after, crowns and scepters, valuable statues and gems. Each item has a value and a resale list. To sell an item you roll 2d6+ Guile usually you won't get full price in a tavern for an antique gold crown at 3 am but if you need the coin....
Player Deck – these are the cards the players hold in their hands. They represent a mix of events, actions, hirelings and other resources the thief can put into play. So a player might play a fire card in the Old Town or they might arrange to have another player's thief ambushed by thugs. You keep 3 cards in your hand and at the start of the turn you can draw upto three if you don't have enough.
1.4.   TOKENS
The game has a few tokens to track things.
Life – Each thief starts with 6 life tokens as they are wounded these tokens are removed. You can regain life through healing potions, or visiting the Apothecary.. If you are reduced to 0 life you are unconscious. What happens next depends on how it happened and where you are.
Poison – some things infect a character with poison. If a thief is poisoned they get a Poison token at at the start of each turn in the event phase they loose another life. Poison tokens can be removed through healing potions and antidote. You can never have more than one poison token.
Fire – sometimes fires break out, some of these might be started by folk deliberately to create a diversion. Fires in the Street last until the next End Phase when they are removed. The space effected is impassable. Fires in locations make a check each End phase they may be put out, they may continue or they may spread. (see fire rules for more details)
Fog – fog affects an entire Neighbourhood. Whilst Fog is in effect all stealth checks in the Streets are made at advantage and all range attacks are made at disadvantage.
Rain – Rain affects an entire Neighbourhood. Whilst rain is in effect Stealth checks are made at Advantage and non-combat Prowess checks (including Rooftop movement) are made at disadvantage.
Silver Nobles – Each Thief starts with 10 silver. You spend coin on equipment and a few other things and you make more by selling loot. Generally loot sold is worth less than loot hoarded until the end of the game but the items you can buy with it are often worth the loss.  
Turn Token – This is used to track the current turn on the Turn track
Initiative marker – this is used to show which player goes first this turn as the game progresses the Initiative marker moves to the left each round (check optional Initiative rule for variant option).
Guards – The guard tokens are used to indicate the location of City Watch and Royal Guards on the board (may use miniatures)
Thieves – The thief tokens are used to track the locations of the thieves on the board (may use Miniatures)
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jibbajibba

2.   SET UP
The game is quick to set up with minimal preparation so you can get onto playing as soon as possible.
2.1.   PLAYERS
Each player draws a Thief card (you may elect to allow people to select their own but expect to add about an hour to set up time  ).
Each Thief receives  10 sp, 6 life tokens and a random item of equipment.
2.2.   CARDS
Sort the decks into piles. Assign any equipment or spell to the players that need them then arrange the decks on the board in the appropriate spaces (or off to one side if you wish)
2.3.   BOARD
The players each roll 1d6. The winner takes the initiative marker and goes first on round 1. They place their thief on any space on the board.
Select a number of City Watch tokens equal to 2 + the number of players. Place each token on a random space on the board using the randomizer table marked on the board.
Select  1 royal guard and place them on the space out side the Palace (its marked)
Now you are ready to play.

3.   TURN SEQUENCE
3.1.   EVENTS
3.1.1.   MOVE THE TURN MARKER
Move the turn marker forward.
Note any environment changes that occur as a result (marked on the Turn tracker) and draw any new guard tokens (more guards appear as the game progresses).
3.1.2.   INITIATIVE
Move the initiative token to the left.
OPTIONAL RULE – you can run a blind auction for the initiative token so whoever bids the most SP gets to assign initiative to any player they choose. This opens up some tactical options.
3.1.3.   CITY WATCH
Place any new City Watch tokens randomly.
Move all City watch tokens 4 spaces as indicated on the Route arrows.
If a City Watch moves into a space occupied by a Thief they remain there until the Player Phase.
3.1.4.   ROYAL GUARD
Place any New Royal Guard tokens as indicated by the Turn tracker.
Royal Guards do not move and they are only deployed to the Palace Neighbourhood.
3.1.5.   PLAYER DECK
Starting with the player with initiative and then proceeding clockwise each player draws additional Player cards so they have 3 in their hand.
3.1.6.   STANDARD EVENTS
In the Cooperative game Variant you now draw and event card. See Variants for full rules.
3.2.   PLAYER TURN
The player Turn is the "main" phase of the game.
Each player takes their turn completing all actions. Any player may play cards from their hand at any point in the phase.
All players complete all their actions before the next player starts their turn. Starting with the player that holds initiative and moving clockwise.
3.2.1.   MOVEMENT
Each player rolls 2d6. These are the movement points for the round.
Normal movement allows you to move into a new space or location for a cost of 1 MP.
Generally you may move round the Street spaces as indicated by the routes.
Sometimes there will be obstacles, traps or other effects that add a cost to leave a space. The default cost to leave a space is 0.  
So if a player has places an upturned cart on a space you move into that space for a cost of 1. You spend 2 MPs to cross the obstacle and leave the space and you pay 1 to move into the next space.
Note – this phrasing is deliberate and its to prevent rooftop movement at a cost of 0 MPs as the costs to exit each rooftop are dependent on Prowess checks so you could in theory move with no MP expenditure. This working means you must always spend 1 point to enter each space.
If a Thief attempts to move through a space containing a Guard they will be stopped and an encounter will occur

a)   RUNNING
If a Thief chooses to run they get advantage on their Movement roll and add their prowess to the number for total MPs (so 3d6 take highest 2 numbers + Prowess).
If a thief runs they may not elect to use stealth at any point in the movement or encounter phase.
If a running thief passes near a Guard roll 1d6 if the number is greater than 2+ the distance between them then the guard will pursue. So Boy opts to run and moves past a guard at a distance of 3 spaces. The player to the left rolls a d6 if it is greater than 5 (2 + the distance of 3) the Guard will pursue.
If a Thief tries to move through a space containing a guard whilst running an encounter occurs (usually resulting in combat).
b)   STEALTH
A Thief can use Stealth to move through a space containing a guard (or other creature). Roll 1d6 + stealth, the player to the left rolls 1d6 + Guile as a "Detect" check. If the Thief's score is higher they can move through the space undetected.
A thief that successfully sneaks past an opponent can opt to Sneak Attack them (there is little purpose to this but in the late game there can be a lot of guards on the streets).  See the details on sneak attacks in the combat section. If they do chose to attack their movement ends and they enter the encounter/combat phase.
c)   ROOFTOPS
As well as the Streets thieves are adroit at moving across rooftops as a way to avoid the law. The map shows a number of rooftop routs. Each space on a rooftop route has a difficulty score which is a target value on a Prowess check to leave the space, you can add additional movement points to the roll .
As per our example above ... So if Boy has 8 movement points and he is on rooftop space with a difficulty of 6 in order to leave and make it to the next space he needs to make roll a d6 and add his Prowess (3) . If he rolls a 2 for a total 5 (2+3) then he can opt to spend 2 additional Movement points for a total of 7 to move out of the space.  As he moves into the next space he needs to spend ad additional 1 point to move into it.
By way of a fuller example. Boy is on the rooftops. He has rolled 8 MPs for the turn, The rooftop route has 3 spaces with difficulty 6, 3, and 5. He is on the first space. To move forward he makes a prowess check he rolls a 4 adds his Prowess 3 for a total of 7 this exceeds the difficulty of 6 so he can move. He spends 1 MP to move to the next space. The next space has a difficulty of 3, with 3 prowess Boy automatically succeeds and so move through it easily spending 1 MP to move to the last space. He now has 6 MPs left and has moved 2 spaces. The last Space has a Difficulty of 5. Boy rolls a 1 add to his prowess of 3 for a total of 4, however he has 6 MPS left so spends 2 to bypass the obstacle. He spends 1 point to move into the location at the end of the route. He is now in the location and had 3 MPS left.
If your total equals the difficulty you can't move forwards. If your total is less than the difficulty you fall and take 1d6 damage.
You don't have to attempt to cross a rooftop. If you think the number is too high you can hold off.  
You can only join rooftop routes at their specific junction points, usually in Locations
d)   LOCATIONS
Locations are places in the city. The majority are Mission destinations. There are three in each Neighbourhood. There is also a Haven in each Neighbourhood.
Each Thief has an active mission which is where they are heading for their next score.
Generally movement stops at a Location.
OPTIONAL RULE – You can allow Thieves to move through locations, usually to get onto a Rooftop if you choose to do this the Thief needs to make a Guile check vs a target of 8 or they draw a Guardian card and must face it although they could sneak of course.
The Location costs 3 movement points to Leave in any case.
Havens – as well as the normal locations each Neighbourhood also had a Haven. This is a location where thieves are save. If a Thief can get to a Haven they automatically lose any pursuit. Each Haven is slightly different and offers a range of services to visitors – the details are on the board and the Haven cards.
The Thieves Guild : The Fives – The Thief's home from home. Here they can buy equipment, sell loot, and pay for healing.
Harpers Tavern: The Docks – Harpers Tavern is a rough place. A Thief can sell loot (though for a weak price normally), Gamble to try and make a little extra coin, or buy information.
Maeve's Apothecary : The Temple District – The apothecary is where a Thief heads to stock up on Healing, buy antidotes and Maeve will also buy any magic artifacts the Thief has picked up for a fair price.
Beggar's market: Old town – Here a Theif can buy or sell most anything for a price.
The Emporium of Fools : Merchant's Quarter – A store where everything is for sale. They may also buy items but at a very low rate.
The Dungeons: the Royal Quarter – Somewhat different to the other havens this is where the thief ends up after they are captured. Escape can be a tricky prospect.
3.2.2.   ENCOUNTERS
When a Thief meets another creature , be it a guard, citizen or monster an encounter occurs.
Encounters often end up in combat, but a Thief has options including using cards to talk their way past a creature, using Stealth to sneak past or using magic.
The thief's first option is sneak past their enemy (remember a thief can not elect to sneak this round if they have opted to "Run" for movement). Simply roll a Stealth check and the player to your left rolls a Detect Check (1d6 + Guile). If the Thief wins they sneak past and may avoid the enemy.
The encounter usually ends there but a Thief may opt to attack a foe they have sneaked past. If they do decide to attack they gain advantage on their combat roll and deal an additional point of damage if they succeed.  
The next choice is to use a card from their hand. Cards like "Distraction" or "Fast talk" allow a thief to get past a lot of enemies or to have them run off after some other imagined foes.
The next choice is magic. There are two types of magic here, some occur now just before combat and some occur at the very start of combat in the missile phase. Even in combat Magic goes before missiles so the distinction is moot.
The effect of most spells are detailed on the spell itself.
Example – Fazik sees a royal guard on the Street ahead. They need to move through the same space to get to their mission objective. The first option is to sneak past. Fazik rolls a 2 + 3 stealth for a total of 5. The Royal Guard has Guile 3 and rolls a 3 for a total of six. The sneak has not worked so Fazik moves to plan B and plays a False alert card. This card enables the Thief to persuade a Guard that there is a crime going on in a nearby Street and move them up to 4 spaces. Again it's a contested Guile Check. Fazik rolls a 4 for a total of 7 but the guard rolls a 6 and remains unconvinced so starts to draw their weapon. One last chance Fazik hit the Guard with a Mind Trick  spell. This allows Fazik to send the guard up to 3 spaces away but the spell is now discarded. As the guard is an average opponent to beat in combat Fazik may have chosen to fight rather than use up a valuable resource of a spell that could be used to rid themselves of far tougher enemies at a later point.
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jibbajibba

#6
3.2.3.   COMBAT
Combat is a part of all thief’s business although some specialize in it more than others. The system is quick and simple.
Each combatant makes a Prowess check and the looser takes a point of damage. On a draw no one is injured.
There are a few variations.
Note – You must choose weapons at the start of combat. You cannot change weapons for that combat once selected. So you cannot start with a bow and later move to a dagger. You can however start with 2 1handed weapons say a dagger and a Broadsword and then throw the dagger in the first round.
Thrown weapons – If one of the combatants has a thrown weapon , such as a dagger, in the first round of combat they may opt to thrown before combat starts. If they do this they need to make a Prowess check vs 7. Success does a point of damage + whatever bonuses for the weapon. The thrown weapon is discarded. Combat then starts again with a standard round. Obviously this is a big advantage for thieves and most thieves carry a couple of daggers if they can.
Missile weapons – Missile weapons, such as Shortbows, are similar to thrown weapons in that they attack prior to the start of the first round and again require a Prowess check vs a target of 7. A shortbow does +2 (for a total of 3 damage) but is useless once combat begins in earnest. Missile weapons have an additional advantage in that they can attack from a distance. You can use a bow to target an opponent in an adjacent Space. Again you roll Prowess check vs 7. The opponent will move towards you to engage if they can. If they reach your space combat beings although you can still shoot again at the start of round 1. Bows are very useful on rooftops where enemies are not always able to advance (see advanced rule on missile combat on rooftops).
Melee Weapons – weapons like swords, staff and daggers are used by Thieves to assist them in combat. Weapons are either 1 or 2 handed. Most of them add damage to a successful attack. A thief may opt to use two 1 handed weapons if they do the second weapon does not add to damage but adds a +1 to the Combat check.
Armour – some armour is available which will protect from some wounds. The precise detaisl are given on each armour card.
3.2.4.   DAMAGE
Combat often leads to Damage. Youc an also take damage from some events and from falling if you fail a Rooftop check.
Each Thief starts with 6 life as you take damage you loose Life points. They can be restored by paying for healing. With the Apothecary or at the Thieves’ Guild.
If you drop to 0 life you are usually unconscious but the precise effects depend on where you are and who is responsible.
In the Street caused by damage in combat with a Guard
•   You start next turn in the Royal Dungeons with 1 Life point
•   You loose all items you are carrying
•   You are locked up and in order to escape you must either –
o   Play a Pardon card – you are released with all your equipment returned
o   Play a Jail Break card – you escape without any equipment
o   Pay a bribe of 10sp – you escape without any equipment. You can pay an additional 5sp for each item, not loot you want to keep.
o   Select an Attribute. Make a Check vs a target of 9 against that attribute (you can force your way out, think your way our, talk your way out or sneak your way out). If the check succeeds you escape. If it fails you try again next turn with an additional +1 on the roll (the bonus is cumulative)
In the Street following a fall from a failed Rooftop Check. Roll 1d6.
•   1-2 you are found and arrested by the Watch – as per combat with a guard example above
•   3-4 you wake at the start of next turn with 1 Life point but all your cash has been stolen
•   5 you want up at eh start of next turn with 1 life but your Loot and cash have been stolen
•   6 you wake with 1 Life at the start of next turn but your Loot, items and cash have been stolen.
In a location following a Trap trigger
•   1-3 you are found and arrested by the watch as above
•   4-6 you wake in the location next round with 1 Life in the same location.
In a location following a fight with a guard. Some guards will kill or eat you out right for the rest you end up in the Royal Dungeons as per the City Watch.
If a thief finds another thief unconscious in the street or a location they can elect to
•   Kill them – the player draws a new Thief card
•   Rob them – take any Loot, coin or Items
•   Heal them – either heal 1 point of damage and the thief starts next turn with all their equipment etc or administer a healing potion or other salve.

3.2.4.   MISSIONS
Missions are where Thieves make their money.
In the Player Deck phase when players are ensuring they have three cards in their hands any theif without a mission card draws a new one.
The Mission card just shows a location to which the thief needs to go to. A thief may buy more information about the Loot or the Guardian in Harper’s Tavern (2sp for either) in which case they draw a Loot and/or Guardian card as appropriate and place that with their Mission card.
You may trade your missions with any other thief if both thieves are in the same Haven. You don’t need to disclose any information about the details of the mission and you can of course lie, there is after all no honour amongst thieves.
a)   GUARDIANS
All loot is guarded. Some guard their treasure with dangerous traps others use devious puzzles and some hire a huge monster to look over it. In order to get their loot a thief needs to negotiate the Guardian first.
If a mission has multiple Guardians then the thief must get past each one.
i.   LOCKS
There are two types of locks. Some are puzzles that require Lore to bypass, others are mechanical and require Guile. The guidelines for each lock are given on the card. They are fairly straight forward.
ii.   TRAPS
Traps are more varied that locks, some require Guile to bypass, others a mighty leap and rely on Prowess and some require knowledge and intelligence. Again each trap is detailed on the Guardian card.
Some traps are poisoned so take care…
iii.   GUARDS
For all the elegance of puzzles and the cost effectiveness of traps sometimes you just want to make sure your treasure is save and a guy with a sword can be a pretty decent deterrent.
Just like other foes Guardian Guards can be stealthed past, tricked or Killed in battle. However some of them are far tougher smarter or just plain badder then the average guard in the street so a thief needs to be prepared.  
Combat against guards is just like meeting a guard in the street but read through the guard details on the card firs as most have special features or effects.
b)   LOOT
Once you have gotten to the Location on the mission card and defeated the Guardian you draw a loot card.  This represents the wages of Sin, the fruits of your labour.
Now Loot items count against your total carried items (yes even the small ones like rings and bags of jewels..) and you can’t spend loot so sometimes you need to sell loot to get coin you can use to buy healing or whatever. However you rarely get what an item is really worth… the good news is coins (yes even big heavy bags of coins… ) don’t count toward your item limit.
c)   STASHES
A Thief can carry 3 + their Prowess in items and loot. This quickly fills up so thieves either sell their Loot at a loss or stash it somewhere.
Each player has 2 Stash tokens. They can place a token in the thief’s current location or space and put any number of items and Loot cards in it. The cards are stored under the match loot token next to the Thief card.
The stash remains safe unless its uncovered by another Thief (requires a card), in fact picking up another Thief’s stash can often be a game winner.
3.3.   END PHASE
Once all players have moved their thieves we enter the end phase.
Any tokens in play are checked and may be removed (fire/fog/rain etc)
Any spell effects in place are checked and may terminate.  
4.   VICTORY CONDITIONS
After 12 turns the thief with the highest total of Coin and Loot items, including those in Stashes, is declared the winner.
5.   VARIANTS
5.1.   THIEF VS THIEF COMBAT.
You can opt to allow Thief vs Thief combat.
•   If a Thief moves onto a space or location containing another Thief either thief may attempt to Stealth
•   If they no not attempt to Stealth or if they both fail they may choose to converse
o   You can not play cards on other thieves
o   Thieves can do deals to trade equipment, buy items etc
•   If either or both choose not to converse they can fight. If either want to fight a combat will start.
•   Run combat just like any other
•   If a Thief is reduced to 0 HPs their opponent can
o   Take any and all items, Coin Or Loot
o   Kill them – the player draws a new Thief card
o   Leave them unconscious on the street – they are back next turn on 1HP.

5.2.   CO-OPERATIVE PLAY
You can play the game as a team rather than as against each other.
•   Remove the Event cards from the player deck.
o   Place these in a separate event deck
o   Draw a random event in the Random Event phase at the start of each turn. Determine where it is placed randomly.
o   Remove Fen the Hunter from the Game.
•   Play through all 12 turns and then total the Loot and Silver held by all thieves.
o   The group “wins” if this number exceeds 200 times the number of players.
No longer living in Singapore
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Jibbajibba
9AA788 -- Age 45 -- Academia 1 term, civilian 4 terms -- $15,000

Cult&Hist-1 (Anthropology); Computing-1; Admin-1; Research-1;
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jibbajibba

#7
So first ignore the walls of text above...

I was working late and had to hang round for a TP session so I wrote the rules and as we can't email home addresses I needed to stick it somewhere I could grab later .

On the the Alpha Play test

So first play test was very successful.

The main issues were
  • In the haven sites you couldn't do enough in one go and with only 12 goes it needs to be changed so that is fixed
  • There were too many reinforcement type cards and not enough stuff to help rather than hinder others - fixed
  • Not enough items in play - going to let people buy multiple items and going to add more cards to pick up items on the street.

All that is very fixable.
Need to make spells more common so may move Dungeon as a non haven and add a haven where you can solve a puzzle to get a spell.

Here is what the board looks like  - Its rough but usable ....



full sized image (its a monster) - http://i57.tinypic.com/1r9l5z.jpg
No longer living in Singapore
Method Actor-92% :Tactician-75% :Storyteller-67%:
Specialist-67% :Power Gamer-42% :Butt-Kicker-33% :
Casual Gamer-8%


GAMERS Profile
Jibbajibba
9AA788 -- Age 45 -- Academia 1 term, civilian 4 terms -- $15,000

Cult&Hist-1 (Anthropology); Computing-1; Admin-1; Research-1;
Diplomacy-1; Speech-2; Writing-1; Deceit-1;
Brawl-1 (martial Arts); Wrestling-1; Edged-1;

Doom

Ooh, pretty. I still have Sanctuary in the closet, and remember the style of play rather fun.
(taken during hurricane winds)

A nice education blog.

jibbajibba

Quote from: Doom;805573Ooh, pretty. I still have Sanctuary in the closet, and remember the style of play rather fun.

Yeah I read up on that game when I started and half way into the plsytest nicked the idea for other players moving guards to add anothet layer of tactics. :)

I will hone this one and if its a hit send copies out to mates round the world. With good feed back I might try to kickstart it. But then you get into professional design and artwork ... pita.... :)
No longer living in Singapore
Method Actor-92% :Tactician-75% :Storyteller-67%:
Specialist-67% :Power Gamer-42% :Butt-Kicker-33% :
Casual Gamer-8%


GAMERS Profile
Jibbajibba
9AA788 -- Age 45 -- Academia 1 term, civilian 4 terms -- $15,000

Cult&Hist-1 (Anthropology); Computing-1; Admin-1; Research-1;
Diplomacy-1; Speech-2; Writing-1; Deceit-1;
Brawl-1 (martial Arts); Wrestling-1; Edged-1;